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Pentiment - Josh Sawyer's historical mystery narrative-driven game set in 16th century Bavaria

Infinitron

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https://www.eurogamer.net/the-simmering-wickedness-of-pentiments-dialogue-is-a-delight

The simmering wickedness of Pentiment's dialogue is a delight​

Speak of the devil.



"Good writing" is a phrase that gets used quite often, and it can mean a lot of different things. Is good writing a good story? An unguessable twist? Fancy prose or deliberate themes? I'm sure I've used it at some point when what I meant to say is really: "lots of long words I don't completely understand."

Still, Pentiment has good writing - wonderful writing, actually - and in this case I do know what it means. This game's writing is witty, it has tempo and timing, it is genuinely, wickedly funny. It is also, above all, natural - something that so often seems impossible in games, things where you're so often controlling a character impulsively, pulling their puppet strings on a whim. How do you write around that? Pentiment, Obsidian's surprise new thing that I am judging from an admittedly quite brief hands-on at Gamescom, seems to manage it remarkably well.

Things begin in Pentiment with you choosing a background, in a fairly typical, tabletop RPG-inspired way but with a nicely in-theme twist, whereby you play as a semi-educated bloke with a choice of studies and interests. I chose to have studied Logic and dropped out halfway through Theology, with an interest in the Occult, a mediaeval gap year to Flanders and a bit of a taste for Hedonism (although I was tempted to be a Rapscallion who liked scampering about picking fights and generally being a peevish little imp, like a kind of Dark Age Bart Simpson. Hedonism ultimately just felt like it suited a dropout Theologian a little better.)

Your job is to solve a local murder, and in my brief time with Pentiment that generally meant walking around the village talking to people. This is, honestly, something I usually find to be a bit of a dirge, but Pentiment knows that if you're going to spend a many-hours-long game doing not much more than having conversations, those conversations have to be at least quite interesting - and that often the most interesting conversations are the funniest.

For me, this all manifested itself as completing a series of comically mind-numbing chores for an absolutely furious old woman. This lady is livid. She hates people, she hates you, she hates picking up twigs (this is relevant) and above all she hates the church, which is important because the church is quite a significant thing in mediaeval Europe, and not something you're supposed to tell people you hate.


Conversations with her often come to an abrupt end, her dialogue, scrawled across her speech bubbles in jagged chicken scratch, punctuated with screen-shaking emphasis and frantic typos. (Pentiment does this wonderful thing where the font used seemingly reflects the background of the character speaking, so monks will use a proper print, and yours as a moderately educated guy is quite fancy.)

When you do get talking, especially after collecting twigs for her firewood and subsequently snapping them at just the right length (she was very particular), it's possible to dig a little. Why does she hate the church? None of your business. Okay. Carry on with some more chores, like framing some important pieces of paper, and you might learn about some land dispute in which she's been wronged. Or you might opt for some judgy retort about how she shouldn't talk like that about the church and, presumably, get told where to go - I tried to be sympathetic because, again, Theology dropout.


Clearly there are deeper systems at work, dialogue choices that are more clearly labelled with "this will be remembered" annotations, like whether I chastise her for trying to use a log from the church's forest (stolen from the village people) or tell her to crack on. And ones that must surely have some subtle impact, like how blatantly I pry into her very angry personal history. Perhaps my love of the occult might come in handy with such a blatant heretic! Or perhaps I'll put my foot in it one too many times and she will tell me to eff off. Either way there is a vicious, pointed tip to everything this woman says, part of a delicious bleakness and black humour that seems to be laced through each layer of the game.

This is all the stuff you can pick up off the surface of Pentiment, mixed in with the wonderful little dashes of texture - the way misspellings in speech bubbles get scribbled out pointedly, the little mutters under your breath, internal monologues, dodgy persuasion attempts gone wrong. The most obvious reference point must surely be Disco Elysium, another razor sharp, detective RPG talk-em-up, although at a glance Pentiment seems a touch lighter, both in terms of systems and the density of dialogue and thought. This game picks you up and carries you along with ease - much like a bit of good writing.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamesn.com/pentiment/obsidian-rpg-game-ux

Why Pentiment’s peerless UX has us excited for Obsidian’s new RPG game​

Obsidian Entertainment's coming RPG game has one of the best user experiences we've seen, and it should be as big of a deal as Starfield's 1,000 planets

Can user experience alone make a game worth playing? ‘You won’t believe the speech bubbles’ or ‘the glossary transition is about to make you its bitch’ aren’t what you’d call traditional back-of-the-box quotes, but for Pentiment, the forthcoming RPG game by Obsidian Entertainment, they’d be fitting.

In character creation, I tap the menu button to bring up a glossary. The game freezes, the camera zooms out, and the previous screen is now an illustration on the pages of an illuminated manuscript. A text note explains the terms I’m looking up: Trivium and Quadrivium, each a stage of university education in early modern Europe. A rustle of paper and thumping of leather-bound tomes solidifies the effect, and somewhere in my endocrine system, endorphins gently fizz.

It’s 1518 and you are Andreas Maler, an artist at Kiersau Abbey near Tassig in Upper Bavaria. A visiting nobleman, Lorenz Rothvagel, has been murdered, and your friend Brother Diero has been found next to his body with a bloody knife. Assured of his innocence, it’s your job to investigate further. Ignoring the three marked objectives, I decide to wander happily through the abbey’s environs until I make progress.

Obviously, Pentiment’s art style brings medieval illuminated manuscripts to mind, but there’s a subtle modernity to it. Colours are warmer and smoother than you imagine they would be, though that’s probably because all you’ve seen of their real inspiration has faded a bit over hundreds of years. A well-judged touch of Pythonesque animation imbues characters with life: a pinched chin here, a hop of outrage there.

The first lead I stumble upon is Ottilia, a grumpy old woman who may have witnessed another possible suspect. I’m warned of her hostility to the abbot and prepared to deploy a little charm to get what I need from her, but this coldly utilitarian approach thaws in our very first conversation. The strength of her anger – evident in her every mention of the nearby townsfolk, and especially the abbot – suggests real grievance, but it’s so reflexive and indiscriminate that it feels like a defence mechanism, too. Passing mention of a deceased husband, and her agreement to talk further if I help out with a few chores, conveys the loneliness and difficulty of her life. She’s done nothing but insult me and assume the worst of my intentions, but I’m compelled to help her.

A conversation plays out as if drawn on the pages of a medieval manuscript in Pentiment, the new RPG game from Obsidian Entertainment

These dialogues are conveyed via speech bubbles in which the text appears immediately in outlined characters, which are then filled in by painterly brushstrokes; you get an immediate image of the whole comment, and can then follow along as it’s filled in. It helps it all settle, cognitively speaking, and strengthens the conceit of a human narrator of the tale. There’s even the odd misprint, which the writer will cross out and correct.

Such delightful attention to detail in the user experience is no surprise. Pentiment’s game director is Josh Sawyer, who has a side hustle reviewing the UX of showers on twitter. But I’m a little amazed at the difference it makes. It’s easy to get excited by what Obsidian’s Microsoft stablemate, Bethesda, is promising in the scale of Starfield, but I’m honestly nervous for the bugs, broken quests, and general jank that long experience with Bethesda’s games has taught us to expect. By delightful contrast, playing Pentiment – so far – is smoother than ice skating on a greased-up Sinatra.

Ottilia and I go to gather firewood in the forest. There’s a short, tactilely enjoyable minigame in which I squeeze the shoulder buttons to break sticks down to the correct size. Ottilia insults me all the while, before conceding that I might be “not so useless”. She then asks me to break a piece off a large log, which has been felled for the abbot alone. I’m given the option to pause and think about my response, hinting that it’ll be significant: “I know Ottilia feels she’s been wronged by the abbey, but the wood does still belong to the abbot”. I’m offered a wider choice of responses than usual, and take Andreas’s hint by avoiding those that seem too explicitly favourable of the abbot, arguing that poaching is “wrong” in a more general sense.

Two villianous figures fishing while Andreas watches on in Pentiment, the new RPG game from Obsidian Entertainment

Ottilia gets cross anyway: why should a piece of paper entitle anyone else to this wood other than the villagers, who were here first, who need it, and who tend the forest? I de-escalate the argument by saying we have enough wood anyway and that I need my strength for her other chores, and Ottilia relents. It’s nice to have this option; too many quests in RPG games end in a fight even if you get a perfect score on the widget-gathering prior. This not only undermines the rationale for the widget-gathering, but it isn’t how human interactions work. Again, Pentiment – so far – feels like it understands this. It feels like it understands everything about the experience it’s trying to deliver.

And that’s why it was my personal highlight of Gamescom 2022. Pentiment doesn’t do anything that’s obviously radical. It’s a cosy little narrative adventure game that feels like what it is: a passion project led by a proud history nerd. But it oozes professionalism and care like few other games I’ve played. It’s tempting to say that its modest ambition gives it the correct scope to get every decision right, but that’s a disservice. Pentiment’s attention to minute details proves that there’s scope to be ambitious about the small stuff too. It’s a harder sell than Starfield’s 1,000 planets, but it might be just as exciting.
 

Tom Selleck

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new RPG game​


iu
 

Hobknobling

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Some of the character dimensions are a bit too wonky for my taste (the burly guy in the top right image and the priests(?) in bottom left), but otherwise it looks pleasant and the melanin levels are appropriate for the world. I can't believe I have to mention the latter, but that is where we are now.
 

Roguey

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Can't imagine what misinfo he's talking about unless he's seething that I kept calling it Sawyer Elysium when he wanted it to be called Sawyer in the Woods.

And no, I will continue to seek out leaked footage. I'm not ignorant, I know what WIP means.
 

Immortal

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Can't imagine what misinfo he's talking about unless he's seething that I kept calling it Sawyer Elysium when he wanted it to be called Sawyer in the Woods.

And no, I will continue to seek out leaked footage. I'm not ignorant, I know what WIP means.

Leave it to Sawyer's ego to immediately prop himself up off the back of the GTA 6 leaks.

I mean... is anyone -really- seeking leaked footage for this flip-book "game" ?
 

Ismaul

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"misinfo" lol

Everything framed as a war between the poor good boys and the evil haters intent on destoying all that is good.

That man's mind has been hijacked. Sad.
 

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